Rob Cook


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Bolt Action scenario: contact!


2019-11-09

One of your infantry squads has made contact with the forward element of an enemy platoon. Time to dig in and wait for the rest of your platoon to join the fight!

Setup

The table may be setup with whatever terrain pieces you would like.

Both players roll a die. The highest scorer picks a table edge to attack from. The other player takes the opposite edge. Players must deploy a single infantry squad on the table before the game begins using the steps below. Start with the player who picked their table edge.

Each player divides their table edge into three equal sized sections. Roll a D3 and consult the following table to see where your infantry unit is to be deployed. (Directions are relative to the player making the dice roll.)

  1. Deploy in the left hand section.
  2. Deploy in the middle section.
  3. Deploy in the right hand section.

In all cases the unit must be placed at least 12" from the player's table edge, and no further forward than the middle of the table. The unit may not be deployed inside a building of any kind. No other units are setup on the table at the start of the game, including units that would normally forward deploy. The remaining units are all in the player's first wave. No reserves are allowed. Units that can make a pre-game move, such as US Rangers, may not do so.

Objective

Each player is trying to inflict casualties on the enemy whilst reducing their own losses.

Turn one

The battle begins. Both players must bring their first wave units on to the table, giving them either an advance or run order. Units must enter from the same section of the player's table edge that their infantry squad was deployed in. This is to represent the rest of the platoon following along behind the lead element.

Units that have a spotter can bring on both the unit and the spotter using the same order die, as per the main rulebook. Note that no order test is required to bring on units that are part of the first wave.

Game duration

The game lasts for six turns. At the end of the sixth turn, roll a die. On a result of 4+ a seventh turn is played, otherwise the game ends.

Victory!

Calculate which player has won by adding up victory points at the end of the game. To win a player must have 2 or more victory points than their opponent.

Victory points are awarded as follows:

end